I'm so hoping I get England in the draw, foot archer spam has been reported to work against the Mongols in lead battles.
Or maybe Venice, they are very powerful lategame and have very spammable x-bow troops.
I'm so hoping I get England in the draw, foot archer spam has been reported to work against the Mongols in lead battles.
Or maybe Venice, they are very powerful lategame and have very spammable x-bow troops.
Last edited by Myth; 05-16-2011 at 14:35.
The art of war, then, is governed by five constant
factors, to be taken into account in one's deliberations,
when seeking to determine the conditions obtaining in the field.
These are: (1) The Moral Law; (2) Heaven; (3) Earth;
(4) The Commander; (5) Method and discipline.
Sun Tzu, "The Art of War"
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Phonicsmonkey, it seems that in one of the recent versions of SS the Mongols were beefed up by a great margin. IN ss 6.4 they get around 50 (!) stacks. I suggest you fast-forward M2TW vanilla, KGCM and SS 6.4 to compare the relative strength of the Mongols in all three. I don't mind playing against beefed up Mongols mind you, but the victory conditions for them might have to be reworked.
The art of war, then, is governed by five constant
factors, to be taken into account in one's deliberations,
when seeking to determine the conditions obtaining in the field.
These are: (1) The Moral Law; (2) Heaven; (3) Earth;
(4) The Commander; (5) Method and discipline.
Sun Tzu, "The Art of War"
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Thanks Myth, I'll do something like that when I have a chance and post back here with the results.
In the original WotK game (played in BC1.5) I think the Mongols had some similar amount of stacks which arrived in waves of 5-10 at a time.
Silvershield might be able to be more specific.
frogbeastegg's TWS2 guide....it's here!
Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.
ok I'm still testing this but so far it seems that:
- in vanilla the AI does not build up the non-Mongol factions sufficiently
- in KGCM the Mongols are in from the start which means the non-Mongol factions are not well developed
- in SS6.4 I can't get it to work at all
So I'm considering playing this game in Lands to Conquer Gold (the mod we're using for V&V). It has better AI than vanilla which means the AI factions are well developed and have decent-sized empires. In the test save I'm working on the non-Mongols seem well balanced.
What do we think of that? If no objections I'll go ahead and post the test starting save for comment and we can debate the rules.
frogbeastegg's TWS2 guide....it's here!
Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.
sounds good
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I'd definitely be interested in joining a game like this! This kind of game is exactly what I came here looking for! But vs the Mongols in a player's hands? I hope I can hide in a dark, quiet corner ^_^
The supreme, the merciless, the destroyer of opposition, the exalted King, the shepherd, the protector of the quarters of the world, the King the word of whose mouth destroys mountains and seas, who by his lordly attack has forced mighty and merciless Kings from the rising of the sun to the setting of the same to acknowledge one supremacy.
-Ashurnasirpal II
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Give the SS team some more time to respond to that thread at the .net Stronger Mongols mean a greater challenge, and SS's historical accuracy is very nice.
The art of war, then, is governed by five constant
factors, to be taken into account in one's deliberations,
when seeking to determine the conditions obtaining in the field.
These are: (1) The Moral Law; (2) Heaven; (3) Earth;
(4) The Commander; (5) Method and discipline.
Sun Tzu, "The Art of War"
Like totalwar.org on Facebook!
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